IVhorseman wrote:Cursed weapons and armor, once donned, can never be removed voluntarily until death. In addition, they deal 1d4 damage immediately upon pickup (subsiding once a 1 is rolled). Units starting with cursed weapons are assumed to have already shrugged this damage off. This 1d4 curse bonus damage is also applied towards every enemy who is successfully hit by the weapon. A cursed flamethrower may or may not be entirely broken.

So, let me see if I've got this straight. My guy picks up a cursed sword, and immediately takes 1d4 damage. Unless he rolls a 1 first go, he takes 1d4 damage every turn until he either dies or gets a 1. I assume this works like other fire-type damages (grinding damage, adds 1d4 damage to every attack received). Does the grinding damage stay with him, or once he rolls a 1, is it gone? And when he hits someone with his cursed sword, it adds 1d4 damage, but is the target now cursed too until he gets a 1? And what about cursed armor? Does it curse people who hit it (or the weapon that hits it)?

I'm asking because I was going to use these rules for the evil knights in those Minifigures sets, and I wanted to make sure I had these things clear (and they could afford to be cleared up a bit).

This should be in the Rulebook somewhere:

"Any problem on earth can be solved with the careful application of high explosives"
-Valkyrie (the movie)

Yeah I knew I wasn't getting the point across right but I'll try and explain it better: Imagine the Curse as if it were a fire - a dark flame, if you will.

The minifig takes damage from this curse once it is equipped exactly as if he were on fire, but it does NOT add this damage to attacks made against him, and it does NOT cause him to run around in screaming terror. It also can't be spread like fire. Once the "flame" is out, the cursed fig stops taking damage. Curses also never cause grinding damage - if they did, they wouldn't be worth picking up.

In fact, the ONLY way a curse can be spread is by wearing or weilding the item in question. The bonus d4 of damage simply adds that amount to all the damage rolls.

IVhorseman wrote:I designed it with weapons in mind, so the idea for using it in armor came as a secondary. As of now, it's just shittier armor that hurts you more - I'd stick to just applying it to weapons.

Natalya, I don't know if you read this but I kinda wanna throw in the Mk.Whatever armors, but I don't know how the hell yours work.

In the meantime, I'm going to say that for every +1 you want to armor, you should take a corresponding -1" to move. That said, 2005-style armor gets to stay in the game, and "statue" figs with Mk.V stone armor can't move at all. In the long run, actual armor shielding would be better in most circumstances, but I could see Mk. 1-3 being of use.

Or of course, litter the battlefield with cursed Mk.V armors.

EDIT:I actually also wanted to add a Flak Jacket - it's like Armor but it only works against d10s, and therefore explosions. You'd still take knockback, and all the other types of dice damage, but no movement penalty (or maybe just -1" this is the part I'm unsure of).